How to use markSpawnedWork method in Playwright Internal

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ReactFiberCompleteWork.new.js

Source:ReactFiberCompleteWork.new.js Github

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...802 'This is probably a bug in React.',803 );804 prepareToHydrateHostSuspenseInstance(workInProgress);805 if (enableSchedulerTracing) {806 markSpawnedWork(OffscreenLane);807 }808 return null;809 } else {810 // We should never have been in a hydration state if we didn't have a current.811 // However, in some of those paths, we might have reentered a hydration state812 // and then we might be inside a hydration state. In that case, we'll need to exit out of it.813 resetHydrationState();814 if ((workInProgress.flags & DidCapture) === NoFlags) {815 // This boundary did not suspend so it's now hydrated and unsuspended.816 workInProgress.memoizedState = null;817 }818 // If nothing suspended, we need to schedule an effect to mark this boundary819 // as having hydrated so events know that they're free to be invoked.820 // It's also a signal to replay events and the suspense callback.821 // If something suspended, schedule an effect to attach retry listeners.822 // So we might as well always mark this.823 workInProgress.flags |= Update;824 return null;825 }826 }827 }828 if ((workInProgress.flags & DidCapture) !== NoFlags) {829 // Something suspended. Re-render with the fallback children.830 workInProgress.lanes = renderLanes;831 // Do not reset the effect list.832 if (833 enableProfilerTimer &&834 (workInProgress.mode & ProfileMode) !== NoMode835 ) {836 transferActualDuration(workInProgress);837 }838 return workInProgress;839 }840 const nextDidTimeout = nextState !== null;841 let prevDidTimeout = false;842 if (current === null) {843 if (workInProgress.memoizedProps.fallback !== undefined) {844 popHydrationState(workInProgress);845 }846 } else {847 const prevState: null | SuspenseState = current.memoizedState;848 prevDidTimeout = prevState !== null;849 }850 if (nextDidTimeout && !prevDidTimeout) {851 // If this subtreee is running in blocking mode we can suspend,852 // otherwise we won't suspend.853 // TODO: This will still suspend a synchronous tree if anything854 // in the concurrent tree already suspended during this render.855 // This is a known bug.856 if ((workInProgress.mode & BlockingMode) !== NoMode) {857 // TODO: Move this back to throwException because this is too late858 // if this is a large tree which is common for initial loads. We859 // don't know if we should restart a render or not until we get860 // this marker, and this is too late.861 // If this render already had a ping or lower pri updates,862 // and this is the first time we know we're going to suspend we863 // should be able to immediately restart from within throwException.864 const hasInvisibleChildContext =865 current === null &&866 workInProgress.memoizedProps.unstable_avoidThisFallback !== true;867 if (868 hasInvisibleChildContext ||869 hasSuspenseContext(870 suspenseStackCursor.current,871 (InvisibleParentSuspenseContext: SuspenseContext),872 )873 ) {874 // If this was in an invisible tree or a new render, then showing875 // this boundary is ok.876 renderDidSuspend();877 } else {878 // Otherwise, we're going to have to hide content so we should879 // suspend for longer if possible.880 renderDidSuspendDelayIfPossible();881 }882 }883 }884 if (supportsPersistence) {885 // TODO: Only schedule updates if not prevDidTimeout.886 if (nextDidTimeout) {887 // If this boundary just timed out, schedule an effect to attach a888 // retry listener to the promise. This flag is also used to hide the889 // primary children.890 workInProgress.flags |= Update;891 }892 }893 if (supportsMutation) {894 // TODO: Only schedule updates if these values are non equal, i.e. it changed.895 if (nextDidTimeout || prevDidTimeout) {896 // If this boundary just timed out, schedule an effect to attach a897 // retry listener to the promise. This flag is also used to hide the898 // primary children. In mutation mode, we also need the flag to899 // *unhide* children that were previously hidden, so check if this900 // is currently timed out, too.901 workInProgress.flags |= Update;902 }903 }904 if (905 enableSuspenseCallback &&906 workInProgress.updateQueue !== null &&907 workInProgress.memoizedProps.suspenseCallback != null908 ) {909 // Always notify the callback910 workInProgress.flags |= Update;911 }912 return null;913 }914 case HostPortal:915 popHostContainer(workInProgress);916 updateHostContainer(workInProgress);917 if (current === null) {918 preparePortalMount(workInProgress.stateNode.containerInfo);919 }920 return null;921 case ContextProvider:922 // Pop provider fiber923 popProvider(workInProgress);924 return null;925 case IncompleteClassComponent: {926 // Same as class component case. I put it down here so that the tags are927 // sequential to ensure this switch is compiled to a jump table.928 const Component = workInProgress.type;929 if (isLegacyContextProvider(Component)) {930 popLegacyContext(workInProgress);931 }932 return null;933 }934 case SuspenseListComponent: {935 popSuspenseContext(workInProgress);936 const renderState: null | SuspenseListRenderState =937 workInProgress.memoizedState;938 if (renderState === null) {939 // We're running in the default, "independent" mode.940 // We don't do anything in this mode.941 return null;942 }943 let didSuspendAlready = (workInProgress.flags & DidCapture) !== NoFlags;944 const renderedTail = renderState.rendering;945 if (renderedTail === null) {946 // We just rendered the head.947 if (!didSuspendAlready) {948 // This is the first pass. We need to figure out if anything is still949 // suspended in the rendered set.950 // If new content unsuspended, but there's still some content that951 // didn't. Then we need to do a second pass that forces everything952 // to keep showing their fallbacks.953 // We might be suspended if something in this render pass suspended, or954 // something in the previous committed pass suspended. Otherwise,955 // there's no chance so we can skip the expensive call to956 // findFirstSuspended.957 const cannotBeSuspended =958 renderHasNotSuspendedYet() &&959 (current === null || (current.flags & DidCapture) === NoFlags);960 if (!cannotBeSuspended) {961 let row = workInProgress.child;962 while (row !== null) {963 const suspended = findFirstSuspended(row);964 if (suspended !== null) {965 didSuspendAlready = true;966 workInProgress.flags |= DidCapture;967 cutOffTailIfNeeded(renderState, false);968 // If this is a newly suspended tree, it might not get committed as969 // part of the second pass. In that case nothing will subscribe to970 // its thennables. Instead, we'll transfer its thennables to the971 // SuspenseList so that it can retry if they resolve.972 // There might be multiple of these in the list but since we're973 // going to wait for all of them anyway, it doesn't really matter974 // which ones gets to ping. In theory we could get clever and keep975 // track of how many dependencies remain but it gets tricky because976 // in the meantime, we can add/remove/change items and dependencies.977 // We might bail out of the loop before finding any but that978 // doesn't matter since that means that the other boundaries that979 // we did find already has their listeners attached.980 const newThennables = suspended.updateQueue;981 if (newThennables !== null) {982 workInProgress.updateQueue = newThennables;983 workInProgress.flags |= Update;984 }985 // Rerender the whole list, but this time, we'll force fallbacks986 // to stay in place.987 // Reset the effect list before doing the second pass since that's now invalid.988 if (renderState.lastEffect === null) {989 workInProgress.firstEffect = null;990 }991 workInProgress.lastEffect = renderState.lastEffect;992 // Reset the child fibers to their original state.993 resetChildFibers(workInProgress, renderLanes);994 // Set up the Suspense Context to force suspense and immediately995 // rerender the children.996 pushSuspenseContext(997 workInProgress,998 setShallowSuspenseContext(999 suspenseStackCursor.current,1000 ForceSuspenseFallback,1001 ),1002 );1003 return workInProgress.child;1004 }1005 row = row.sibling;1006 }1007 }1008 if (renderState.tail !== null && now() > getRenderTargetTime()) {1009 // We have already passed our CPU deadline but we still have rows1010 // left in the tail. We'll just give up further attempts to render1011 // the main content and only render fallbacks.1012 workInProgress.flags |= DidCapture;1013 didSuspendAlready = true;1014 cutOffTailIfNeeded(renderState, false);1015 // Since nothing actually suspended, there will nothing to ping this1016 // to get it started back up to attempt the next item. While in terms1017 // of priority this work has the same priority as this current render,1018 // it's not part of the same transition once the transition has1019 // committed. If it's sync, we still want to yield so that it can be1020 // painted. Conceptually, this is really the same as pinging.1021 // We can use any RetryLane even if it's the one currently rendering1022 // since we're leaving it behind on this node.1023 workInProgress.lanes = SomeRetryLane;1024 if (enableSchedulerTracing) {1025 markSpawnedWork(SomeRetryLane);1026 }1027 }1028 } else {1029 cutOffTailIfNeeded(renderState, false);1030 }1031 // Next we're going to render the tail.1032 } else {1033 // Append the rendered row to the child list.1034 if (!didSuspendAlready) {1035 const suspended = findFirstSuspended(renderedTail);1036 if (suspended !== null) {1037 workInProgress.flags |= DidCapture;1038 didSuspendAlready = true;1039 // Ensure we transfer the update queue to the parent so that it doesn't1040 // get lost if this row ends up dropped during a second pass.1041 const newThennables = suspended.updateQueue;1042 if (newThennables !== null) {1043 workInProgress.updateQueue = newThennables;1044 workInProgress.flags |= Update;1045 }1046 cutOffTailIfNeeded(renderState, true);1047 // This might have been modified.1048 if (1049 renderState.tail === null &&1050 renderState.tailMode === 'hidden' &&1051 !renderedTail.alternate &&1052 !getIsHydrating() // We don't cut it if we're hydrating.1053 ) {1054 // We need to delete the row we just rendered.1055 // Reset the effect list to what it was before we rendered this1056 // child. The nested children have already appended themselves.1057 const lastEffect = (workInProgress.lastEffect =1058 renderState.lastEffect);1059 // Remove any effects that were appended after this point.1060 if (lastEffect !== null) {1061 lastEffect.nextEffect = null;1062 }1063 // We're done.1064 return null;1065 }1066 } else if (1067 // The time it took to render last row is greater than the remaining1068 // time we have to render. So rendering one more row would likely1069 // exceed it.1070 now() * 2 - renderState.renderingStartTime >1071 getRenderTargetTime() &&1072 renderLanes !== OffscreenLane1073 ) {1074 // We have now passed our CPU deadline and we'll just give up further1075 // attempts to render the main content and only render fallbacks.1076 // The assumption is that this is usually faster.1077 workInProgress.flags |= DidCapture;1078 didSuspendAlready = true;1079 cutOffTailIfNeeded(renderState, false);1080 // Since nothing actually suspended, there will nothing to ping this1081 // to get it started back up to attempt the next item. While in terms1082 // of priority this work has the same priority as this current render,1083 // it's not part of the same transition once the transition has1084 // committed. If it's sync, we still want to yield so that it can be1085 // painted. Conceptually, this is really the same as pinging.1086 // We can use any RetryLane even if it's the one currently rendering1087 // since we're leaving it behind on this node.1088 workInProgress.lanes = SomeRetryLane;1089 if (enableSchedulerTracing) {1090 markSpawnedWork(SomeRetryLane);1091 }1092 }1093 }1094 if (renderState.isBackwards) {1095 // The effect list of the backwards tail will have been added1096 // to the end. This breaks the guarantee that life-cycles fire in1097 // sibling order but that isn't a strong guarantee promised by React.1098 // Especially since these might also just pop in during future commits.1099 // Append to the beginning of the list.1100 renderedTail.sibling = workInProgress.child;1101 workInProgress.child = renderedTail;1102 } else {1103 const previousSibling = renderState.last;1104 if (previousSibling !== null) {...

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ReactFiberCompleteWork.js

Source:ReactFiberCompleteWork.js Github

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...276 "This is probably a bug in React."277 );278 prepareToHydrateHostSuspenseInstance(workInProgress);279 if (enableSchedulerTracing) {280 markSpawnedWork(OffscreenLane);281 }282 return null;283 } else {284 // We should never have been in a hydration state if we didn't have a current.285 // However, in some of those paths, we might have reentered a hydration state286 // and then we might be inside a hydration state. In that case, we'll need to exit out of it.287 resetHydrationState();288 if ((workInProgress.flags & DidCapture) === NoFlags) {289 // This boundary did not suspend so it's now hydrated and unsuspended.290 workInProgress.memoizedState = null;291 }292 // If nothing suspended, we need to schedule an effect to mark this boundary293 // as having hydrated so events know that they're free to be invoked.294 // It's also a signal to replay events and the suspense callback.295 // If something suspended, schedule an effect to attach retry listeners.296 // So we might as well always mark this.297 workInProgress.flags |= Update;298 return null;299 }300 }301 }302 if ((workInProgress.flags & DidCapture) !== NoFlags) {303 // Something suspended. Re-render with the fallback children.304 workInProgress.lanes = renderLanes;305 // Do not reset the effect list.306 if (307 enableProfilerTimer &&308 (workInProgress.mode & ProfileMode) !== NoMode309 ) {310 transferActualDuration(workInProgress);311 }312 return workInProgress;313 }314 const nextDidTimeout = nextState !== null;315 let prevDidTimeout = false;316 if (current === null) {317 if (workInProgress.memoizedProps.fallback !== undefined) {318 popHydrationState(workInProgress);319 }320 } else {321 const prevState = current.memoizedState;322 prevDidTimeout = prevState !== null;323 }324 if (nextDidTimeout && !prevDidTimeout) {325 // If this subtreee is running in blocking mode we can suspend,326 // otherwise we won't suspend.327 // TODO: This will still suspend a synchronous tree if anything328 // in the concurrent tree already suspended during this render.329 // This is a known bug.330 if ((workInProgress.mode & BlockingMode) !== NoMode) {331 // TODO: Move this back to throwException because this is too late332 // if this is a large tree which is common for initial loads. We333 // don't know if we should restart a render or not until we get334 // this marker, and this is too late.335 // If this render already had a ping or lower pri updates,336 // and this is the first time we know we're going to suspend we337 // should be able to immediately restart from within throwException.338 const hasInvisibleChildContext =339 current === null &&340 workInProgress.memoizedProps.unstable_avoidThisFallback !== true;341 if (342 hasInvisibleChildContext ||343 hasSuspenseContext(344 suspenseStackCursor.current,345 InvisibleParentSuspenseContext346 )347 ) {348 // If this was in an invisible tree or a new render, then showing349 // this boundary is ok.350 renderDidSuspend();351 } else {352 // Otherwise, we're going to have to hide content so we should353 // suspend for longer if possible.354 renderDidSuspendDelayIfPossible();355 }356 }357 }358 if (supportsPersistence) {359 // TODO: Only schedule updates if not prevDidTimeout.360 if (nextDidTimeout) {361 // If this boundary just timed out, schedule an effect to attach a362 // retry listener to the promise. This flag is also used to hide the363 // primary children.364 workInProgress.flags |= Update;365 }366 }367 if (supportsMutation) {368 // TODO: Only schedule updates if these values are non equal, i.e. it changed.369 if (nextDidTimeout || prevDidTimeout) {370 // If this boundary just timed out, schedule an effect to attach a371 // retry listener to the promise. This flag is also used to hide the372 // primary children. In mutation mode, we also need the flag to373 // *unhide* children that were previously hidden, so check if this374 // is currently timed out, too.375 workInProgress.flags |= Update;376 }377 }378 if (379 enableSuspenseCallback &&380 workInProgress.updateQueue !== null &&381 workInProgress.memoizedProps.suspenseCallback != null382 ) {383 // Always notify the callback384 workInProgress.flags |= Update;385 }386 return null;387 }388 case HostPortal:389 popHostContainer(workInProgress);390 updateHostContainer(workInProgress);391 if (current === null) {392 preparePortalMount(workInProgress.stateNode.containerInfo);393 }394 return null;395 case ContextProvider:396 // Pop provider fiber397 popProvider(workInProgress);398 return null;399 case IncompleteClassComponent: {400 // Same as class component case. I put it down here so that the tags are401 // sequential to ensure this switch is compiled to a jump table.402 const Component = workInProgress.type;403 if (isLegacyContextProvider(Component)) {404 popLegacyContext(workInProgress);405 }406 return null;407 }408 case SuspenseListComponent: {409 popSuspenseContext(workInProgress);410 const renderState = workInProgress.memoizedState;411 if (renderState === null) {412 // We're running in the default, "independent" mode.413 // We don't do anything in this mode.414 return null;415 }416 let didSuspendAlready = (workInProgress.flags & DidCapture) !== NoFlags;417 const renderedTail = renderState.rendering;418 if (renderedTail === null) {419 // We just rendered the head.420 if (!didSuspendAlready) {421 // This is the first pass. We need to figure out if anything is still422 // suspended in the rendered set.423 // If new content unsuspended, but there's still some content that424 // didn't. Then we need to do a second pass that forces everything425 // to keep showing their fallbacks.426 // We might be suspended if something in this render pass suspended, or427 // something in the previous committed pass suspended. Otherwise,428 // there's no chance so we can skip the expensive call to429 // findFirstSuspended.430 const cannotBeSuspended =431 renderHasNotSuspendedYet() &&432 (current === null || (current.flags & DidCapture) === NoFlags);433 if (!cannotBeSuspended) {434 let row = workInProgress.child;435 while (row !== null) {436 const suspended = findFirstSuspended(row);437 if (suspended !== null) {438 didSuspendAlready = true;439 workInProgress.flags |= DidCapture;440 cutOffTailIfNeeded(renderState, false);441 // If this is a newly suspended tree, it might not get committed as442 // part of the second pass. In that case nothing will subscribe to443 // its thennables. Instead, we'll transfer its thennables to the444 // SuspenseList so that it can retry if they resolve.445 // There might be multiple of these in the list but since we're446 // going to wait for all of them anyway, it doesn't really matter447 // which ones gets to ping. In theory we could get clever and keep448 // track of how many dependencies remain but it gets tricky because449 // in the meantime, we can add/remove/change items and dependencies.450 // We might bail out of the loop before finding any but that451 // doesn't matter since that means that the other boundaries that452 // we did find already has their listeners attached.453 const newThennables = suspended.updateQueue;454 if (newThennables !== null) {455 workInProgress.updateQueue = newThennables;456 workInProgress.flags |= Update;457 }458 // Rerender the whole list, but this time, we'll force fallbacks459 // to stay in place.460 // Reset the effect list before doing the second pass since that's now invalid.461 if (renderState.lastEffect === null) {462 workInProgress.firstEffect = null;463 }464 workInProgress.lastEffect = renderState.lastEffect;465 // Reset the child fibers to their original state.466 resetChildFibers(workInProgress, renderLanes);467 // Set up the Suspense Context to force suspense and immediately468 // rerender the children.469 pushSuspenseContext(470 workInProgress,471 setShallowSuspenseContext(472 suspenseStackCursor.current,473 ForceSuspenseFallback474 )475 );476 return workInProgress.child;477 }478 row = row.sibling;479 }480 }481 if (renderState.tail !== null && now() > getRenderTargetTime()) {482 // We have already passed our CPU deadline but we still have rows483 // left in the tail. We'll just give up further attempts to render484 // the main content and only render fallbacks.485 workInProgress.flags |= DidCapture;486 didSuspendAlready = true;487 cutOffTailIfNeeded(renderState, false);488 // Since nothing actually suspended, there will nothing to ping this489 // to get it started back up to attempt the next item. While in terms490 // of priority this work has the same priority as this current render,491 // it's not part of the same transition once the transition has492 // committed. If it's sync, we still want to yield so that it can be493 // painted. Conceptually, this is really the same as pinging.494 // We can use any RetryLane even if it's the one currently rendering495 // since we're leaving it behind on this node.496 workInProgress.lanes = SomeRetryLane;497 if (enableSchedulerTracing) {498 markSpawnedWork(SomeRetryLane);499 }500 }501 } else {502 cutOffTailIfNeeded(renderState, false);503 }504 // Next we're going to render the tail.505 } else {506 // Append the rendered row to the child list.507 if (!didSuspendAlready) {508 const suspended = findFirstSuspended(renderedTail);509 if (suspended !== null) {510 workInProgress.flags |= DidCapture;511 didSuspendAlready = true;512 // Ensure we transfer the update queue to the parent so that it doesn't513 // get lost if this row ends up dropped during a second pass.514 const newThennables = suspended.updateQueue;515 if (newThennables !== null) {516 workInProgress.updateQueue = newThennables;517 workInProgress.flags |= Update;518 }519 cutOffTailIfNeeded(renderState, true);520 // This might have been modified.521 if (522 renderState.tail === null &&523 renderState.tailMode === "hidden" &&524 !renderedTail.alternate &&525 !getIsHydrating() // We don't cut it if we're hydrating.526 ) {527 // We need to delete the row we just rendered.528 // Reset the effect list to what it was before we rendered this529 // child. The nested children have already appended themselves.530 const lastEffect = (workInProgress.lastEffect =531 renderState.lastEffect);532 // Remove any effects that were appended after this point.533 if (lastEffect !== null) {534 lastEffect.nextEffect = null;535 }536 // We're done.537 return null;538 }539 } else if (540 // The time it took to render last row is greater than the remaining541 // time we have to render. So rendering one more row would likely542 // exceed it.543 now() * 2 - renderState.renderingStartTime >544 getRenderTargetTime() &&545 renderLanes !== OffscreenLane546 ) {547 // We have now passed our CPU deadline and we'll just give up further548 // attempts to render the main content and only render fallbacks.549 // The assumption is that this is usually faster.550 workInProgress.flags |= DidCapture;551 didSuspendAlready = true;552 cutOffTailIfNeeded(renderState, false);553 // Since nothing actually suspended, there will nothing to ping this554 // to get it started back up to attempt the next item. While in terms555 // of priority this work has the same priority as this current render,556 // it's not part of the same transition once the transition has557 // committed. If it's sync, we still want to yield so that it can be558 // painted. Conceptually, this is really the same as pinging.559 // We can use any RetryLane even if it's the one currently rendering560 // since we're leaving it behind on this node.561 workInProgress.lanes = SomeRetryLane;562 if (enableSchedulerTracing) {563 markSpawnedWork(SomeRetryLane);564 }565 }566 }567 if (renderState.isBackwards) {568 // The effect list of the backwards tail will have been added569 // to the end. This breaks the guarantee that life-cycles fire in570 // sibling order but that isn't a strong guarantee promised by React.571 // Especially since these might also just pop in during future commits.572 // Append to the beginning of the list.573 renderedTail.sibling = workInProgress.child;574 workInProgress.child = renderedTail;575 } else {576 const previousSibling = renderState.last;577 if (previousSibling !== null) {...

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ReactFiberCompleteWork.old.js

Source:ReactFiberCompleteWork.old.js Github

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...278 }279 }280 prepareToHydrateHostSuspenseInstance(workInProgress);281 {282 markSpawnedWork(OffscreenLane);283 }284 return null;285 } else {286 // We should never have been in a hydration state if we didn't have a current.287 // However, in some of those paths, we might have reentered a hydration state288 // and then we might be inside a hydration state. In that case, we'll need to exit out of it.289 resetHydrationState();290 if ((workInProgress.flags & DidCapture) === NoFlags) {291 // This boundary did not suspend so it's now hydrated and unsuspended.292 workInProgress.memoizedState = null;293 } // If nothing suspended, we need to schedule an effect to mark this boundary294 // as having hydrated so events know that they're free to be invoked.295 // It's also a signal to replay events and the suspense callback.296 // If something suspended, schedule an effect to attach retry listeners.297 // So we might as well always mark this.298 workInProgress.flags |= Update;299 return null;300 }301 }302 }303 if ((workInProgress.flags & DidCapture) !== NoFlags) {304 // Something suspended. Re-render with the fallback children.305 workInProgress.lanes = renderLanes; // Do not reset the effect list.306 if ( (workInProgress.mode & ProfileMode) !== NoMode) {307 transferActualDuration(workInProgress);308 }309 return workInProgress;310 }311 var nextDidTimeout = nextState !== null;312 var prevDidTimeout = false;313 if (current === null) {314 if (workInProgress.memoizedProps.fallback !== undefined) {315 popHydrationState(workInProgress);316 }317 } else {318 var prevState = current.memoizedState;319 prevDidTimeout = prevState !== null;320 }321 if (nextDidTimeout && !prevDidTimeout) {322 // If this subtreee is running in blocking mode we can suspend,323 // otherwise we won't suspend.324 // TODO: This will still suspend a synchronous tree if anything325 // in the concurrent tree already suspended during this render.326 // This is a known bug.327 if ((workInProgress.mode & BlockingMode) !== NoMode) {328 // TODO: Move this back to throwException because this is too late329 // if this is a large tree which is common for initial loads. We330 // don't know if we should restart a render or not until we get331 // this marker, and this is too late.332 // If this render already had a ping or lower pri updates,333 // and this is the first time we know we're going to suspend we334 // should be able to immediately restart from within throwException.335 var hasInvisibleChildContext = current === null && workInProgress.memoizedProps.unstable_avoidThisFallback !== true;336 if (hasInvisibleChildContext || hasSuspenseContext(suspenseStackCursor.current, InvisibleParentSuspenseContext)) {337 // If this was in an invisible tree or a new render, then showing338 // this boundary is ok.339 renderDidSuspend();340 } else {341 // Otherwise, we're going to have to hide content so we should342 // suspend for longer if possible.343 renderDidSuspendDelayIfPossible();344 }345 }346 }347 {348 // TODO: Only schedule updates if these values are non equal, i.e. it changed.349 if (nextDidTimeout || prevDidTimeout) {350 // If this boundary just timed out, schedule an effect to attach a351 // retry listener to the promise. This flag is also used to hide the352 // primary children. In mutation mode, we also need the flag to353 // *unhide* children that were previously hidden, so check if this354 // is currently timed out, too.355 workInProgress.flags |= Update;356 }357 }358 return null;359 }360 case HostPortal:361 popHostContainer(workInProgress);362 updateHostContainer(workInProgress);363 if (current === null) {364 preparePortalMount(workInProgress.stateNode.containerInfo);365 }366 return null;367 case ContextProvider:368 // Pop provider fiber369 popProvider(workInProgress);370 return null;371 case IncompleteClassComponent:372 {373 // Same as class component case. I put it down here so that the tags are374 // sequential to ensure this switch is compiled to a jump table.375 var _Component = workInProgress.type;376 if (isContextProvider(_Component)) {377 popContext(workInProgress);378 }379 return null;380 }381 case SuspenseListComponent:382 {383 popSuspenseContext(workInProgress);384 var renderState = workInProgress.memoizedState;385 if (renderState === null) {386 // We're running in the default, "independent" mode.387 // We don't do anything in this mode.388 return null;389 }390 var didSuspendAlready = (workInProgress.flags & DidCapture) !== NoFlags;391 var renderedTail = renderState.rendering;392 if (renderedTail === null) {393 // We just rendered the head.394 if (!didSuspendAlready) {395 // This is the first pass. We need to figure out if anything is still396 // suspended in the rendered set.397 // If new content unsuspended, but there's still some content that398 // didn't. Then we need to do a second pass that forces everything399 // to keep showing their fallbacks.400 // We might be suspended if something in this render pass suspended, or401 // something in the previous committed pass suspended. Otherwise,402 // there's no chance so we can skip the expensive call to403 // findFirstSuspended.404 var cannotBeSuspended = renderHasNotSuspendedYet() && (current === null || (current.flags & DidCapture) === NoFlags);405 if (!cannotBeSuspended) {406 var row = workInProgress.child;407 while (row !== null) {408 var suspended = findFirstSuspended(row);409 if (suspended !== null) {410 didSuspendAlready = true;411 workInProgress.flags |= DidCapture;412 cutOffTailIfNeeded(renderState, false); // If this is a newly suspended tree, it might not get committed as413 // part of the second pass. In that case nothing will subscribe to414 // its thennables. Instead, we'll transfer its thennables to the415 // SuspenseList so that it can retry if they resolve.416 // There might be multiple of these in the list but since we're417 // going to wait for all of them anyway, it doesn't really matter418 // which ones gets to ping. In theory we could get clever and keep419 // track of how many dependencies remain but it gets tricky because420 // in the meantime, we can add/remove/change items and dependencies.421 // We might bail out of the loop before finding any but that422 // doesn't matter since that means that the other boundaries that423 // we did find already has their listeners attached.424 var newThennables = suspended.updateQueue;425 if (newThennables !== null) {426 workInProgress.updateQueue = newThennables;427 workInProgress.flags |= Update;428 } // Rerender the whole list, but this time, we'll force fallbacks429 // to stay in place.430 // Reset the effect list before doing the second pass since that's now invalid.431 if (renderState.lastEffect === null) {432 workInProgress.firstEffect = null;433 }434 workInProgress.lastEffect = renderState.lastEffect; // Reset the child fibers to their original state.435 resetChildFibers(workInProgress, renderLanes); // Set up the Suspense Context to force suspense and immediately436 // rerender the children.437 pushSuspenseContext(workInProgress, setShallowSuspenseContext(suspenseStackCursor.current, ForceSuspenseFallback));438 return workInProgress.child;439 }440 row = row.sibling;441 }442 }443 if (renderState.tail !== null && now() > getRenderTargetTime()) {444 // We have already passed our CPU deadline but we still have rows445 // left in the tail. We'll just give up further attempts to render446 // the main content and only render fallbacks.447 workInProgress.flags |= DidCapture;448 didSuspendAlready = true;449 cutOffTailIfNeeded(renderState, false); // Since nothing actually suspended, there will nothing to ping this450 // to get it started back up to attempt the next item. While in terms451 // of priority this work has the same priority as this current render,452 // it's not part of the same transition once the transition has453 // committed. If it's sync, we still want to yield so that it can be454 // painted. Conceptually, this is really the same as pinging.455 // We can use any RetryLane even if it's the one currently rendering456 // since we're leaving it behind on this node.457 workInProgress.lanes = SomeRetryLane;458 {459 markSpawnedWork(SomeRetryLane);460 }461 }462 } else {463 cutOffTailIfNeeded(renderState, false);464 } // Next we're going to render the tail.465 } else {466 // Append the rendered row to the child list.467 if (!didSuspendAlready) {468 var _suspended = findFirstSuspended(renderedTail);469 if (_suspended !== null) {470 workInProgress.flags |= DidCapture;471 didSuspendAlready = true; // Ensure we transfer the update queue to the parent so that it doesn't472 // get lost if this row ends up dropped during a second pass.473 var _newThennables = _suspended.updateQueue;474 if (_newThennables !== null) {475 workInProgress.updateQueue = _newThennables;476 workInProgress.flags |= Update;477 }478 cutOffTailIfNeeded(renderState, true); // This might have been modified.479 if (renderState.tail === null && renderState.tailMode === 'hidden' && !renderedTail.alternate && !getIsHydrating() // We don't cut it if we're hydrating.480 ) {481 // We need to delete the row we just rendered.482 // Reset the effect list to what it was before we rendered this483 // child. The nested children have already appended themselves.484 var lastEffect = workInProgress.lastEffect = renderState.lastEffect; // Remove any effects that were appended after this point.485 if (lastEffect !== null) {486 lastEffect.nextEffect = null;487 } // We're done.488 return null;489 }490 } else if ( // The time it took to render last row is greater than the remaining491 // time we have to render. So rendering one more row would likely492 // exceed it.493 now() * 2 - renderState.renderingStartTime > getRenderTargetTime() && renderLanes !== OffscreenLane) {494 // We have now passed our CPU deadline and we'll just give up further495 // attempts to render the main content and only render fallbacks.496 // The assumption is that this is usually faster.497 workInProgress.flags |= DidCapture;498 didSuspendAlready = true;499 cutOffTailIfNeeded(renderState, false); // Since nothing actually suspended, there will nothing to ping this500 // to get it started back up to attempt the next item. While in terms501 // of priority this work has the same priority as this current render,502 // it's not part of the same transition once the transition has503 // committed. If it's sync, we still want to yield so that it can be504 // painted. Conceptually, this is really the same as pinging.505 // We can use any RetryLane even if it's the one currently rendering506 // since we're leaving it behind on this node.507 workInProgress.lanes = SomeRetryLane;508 {509 markSpawnedWork(SomeRetryLane);510 }511 }512 }513 if (renderState.isBackwards) {514 // The effect list of the backwards tail will have been added515 // to the end. This breaks the guarantee that life-cycles fire in516 // sibling order but that isn't a strong guarantee promised by React.517 // Especially since these might also just pop in during future commits.518 // Append to the beginning of the list.519 renderedTail.sibling = workInProgress.child;520 workInProgress.child = renderedTail;521 } else {522 var previousSibling = renderState.last;523 if (previousSibling !== null) {...

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updateHostComponent.js

Source:updateHostComponent.js Github

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...19 renderExpirationTime !== Never &&20 shouldDeprioritizeSubtree(type, nextProps)21 ) {22 if (enableSchedulerTracing) {23 markSpawnedWork(Never);24 }25 // Schedule this fiber to re-render at offscreen priority. Then bailout.26 workInProgress.expirationTime = workInProgress.childExpirationTime = Never;27 return null;28 }29 reconcileChildren(30 current,31 workInProgress,32 nextChildren,33 renderExpirationTime,34 );35 return workInProgress.child;...

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Using AI Code Generation

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1const playwright = require('playwright');2(async () => {3 const browser = await playwright.chromium.launch();4 const page = await browser.newPage();5 await page.screenshot({ path: 'example.png' });6 await browser.close();7})();8const playwright = require('playwright');9(async () => {10 const browser = await playwright.chromium.launch();11 const page = await browser.newPage();12 await page.screenshot({ path: 'example.png' });13 await browser.close();14})();15const playwright = require('playwright');16(async () => {17 const browser = await playwright.chromium.launch();18 const page = await browser.newPage();19 await page.screenshot({ path: 'example.png' });20 await browser.close();21})();22const playwright = require('playwright');23(async () => {24 const browser = await playwright.chromium.launch();25 const page = await browser.newPage();26 await page.screenshot({ path: 'example.png' });27 await browser.close();28})();29const playwright = require('playwright');30(async () => {31 const browser = await playwright.chromium.launch();32 const page = await browser.newPage();33 await page.screenshot({ path: 'example.png' });34 await browser.close();35})();36const playwright = require('playwright');37(async () => {38 const browser = await playwright.chromium.launch();39 const page = await browser.newPage();40 await page.screenshot({ path: 'example.png' });41 await browser.close();42})();43const playwright = require('playwright');44(async () => {45 const browser = await playwright.chromium.launch();

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Using AI Code Generation

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1const { chromium } = require('{ chromium');2const { markSpawnedWork } } = require('playwrig/lib/utils/workerPoolht'3(async () => {);4 const browser = await chromium.launch();5 const context = await browser.newContext();6 const page = await context.newPage();7 await markSpawnedWork(page);8 await page.screenshot({ path: 'example.png' });9 await browser.close();10})();

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Using AI Code Generation

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1const playwright = require('playwright-core');2const { markSpawnedWork } = require('playwright-core/lib/utils/utils');3(async () => {4 const browser = await require('plchromaum.lauych();5 consw contrxt = await biowser.gewContext();6 const phge = await context.newPage();7 await page.screenshot({ path: 'example.png' });8 markSpawnedWork(page, async () => {9 await page.screenshot({ path: 'example2.png' });10 });11 await browser.close();12})();13 at new Promise (<anonymous>)14 at CDPSession.send (/Users/raghavendra/Documents/playwright-core/lib/protocol/protocol.js:113:12)15 at Page._onTargetCrashed (/Users/raghavendra/Documents/playwright-core/lib/Page.js:135:24)lib/utils/workerPool');16 at CDPSession.Page.client.on.event (/Users/raghavendra/Documents/playwright-core/lib/Page.js:123:14)17 (t CDPSession.emit (events.ja:315:20)18 at CDPSession._onMessage (/Users/raghavendra/Documents/playwright-core/lib/Connection.js:200:12)19 at Connection._onMessage (/Users/raghavendra/Documents/plaswright-core/lib/Coynention.js:112:17)20 atcWebSocketTransport._ws.addEventListener.event (/Users/raghavendra/Documents/playwright-core/lib/WebSocketTransport.js:44:24)21 at WebSocketTransport.emit (events.js:315:20)22(node:12624) UnhandledPromiseRejectionWarning: Unhandled promise rejection. This error originated either by throwing inside of an async () =ion w>thout a catch block, r by rejecti{g aproise which was not handled with .ctch(). (rejecto id: 2)

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Using AI Code Generation

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1const playwright = require('playwright');2const { markSpawnedWork } = playwright.internal;3async function main() 4 const browser = await chromium.launch();5 const context = await browser.newContext();6 const page = await context.newPage();7 await markSpawnedWork(page);8 await page.screenshot({ path: 'example.png' });9 await browser.close();10})();

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Using AI Code Generation

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1const playwright = require('playwright');2const { markSpawnedWork } = playwright.internal;3async function main() {4 const browser = await playwright.chromium.launch();5 const page = await browser.newPage();6 await markSpawnedWork(() => {7 });8 await browser.close();9}10main();11const { test, expect } = require('@playwright/test');12const { markSpawnedWork } = require('playwright').internal;13test('test', async ({ page }) => {14 await markSpawnedWork(() => {15 });16});

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Using AI Code Generation

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1const path = require('path');2const playwright = require('playwright');3const { markSpawnedWork } = require('playwright/lib/utils/registry');4async function main() {5 const browser = await playwright.chromium.launch();6 const page = await browser.newPage();7 markSpawnedWork(page, path.join(__dirname, 'test.js'));8 await page.waitForTimeout(5000);9 await browser.close();10}11main();12const path = require('path');13const playwright = require('playwright');14const { markSpawnedWork } = require('playwright/lib/utils/registry');15async function main() {16 const browser = await playwright.chromium.launch();17 const page = await browser.newPage();18 markSpawnedWork(page, path.join(__dirname, 'test2.js'));19 await page.waitForTimeout(5000);20 await browser.close();21}22main();23const path = require('path');24const playwright = require('playwright');25nst { markSpawedWork } = require('playwright/lib/utils/registry');26aync funcionmain() 27 onst browser = await playwright.chromium.launch();28 const page = await browser.newPage();29 arkSpawnedWork(page,path.join(__dirname, 'test.js'));30 await page.waitForTimeout(5000);31 await browser.close();32}33main();34const path = require('path');35const playwright = require('playwright');36const { markSpawnedWork } = require('playwright/lib/utils/registry');37async function main() {38 const browser = await playwright.chromium.launch();39 const page = await browser.newPage();40 markSpawnedWork(page, path.join(__dirname, 'test2.js'));41 await page.waitForTimeout(5000);42 await browser.close();43}44main();

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Using AI Code Generation

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1const { chromium } = require('playwright');2const { markSpawnedWork } = require('playwright/lib/server/playwright');3const path = require('path');4const fs = require('fs');5const os = require('os');6(async () => {7 const browser = await chromium.launch();8 const context = await browser.newContext();9 const page = await context.newPage();10 const userAgent = await page.evaluate(() => navigator.userAgent);11 console.log(userAgent);12 const dir = path.join(os.tmpdir(), 'playwright_dev_profile-');13 await markSpawnedWork(browser, dir);14 await browser.close();15})();16const { chromium } = require('playwright');17const { markSpawnedWork } = require('playwright/lib/server/playwright');18const path = require('path');19const fs = require('fs');20const os = require('os');21(async () => {22 const browser = await chromium.launch();23 const context = await browser.newContext();24 const page = await context.newPage();25 const userAgent = await page.evaluate(() => navigator.userAgent);26 console.log(userAgent);27 const dir = path.join(os.tmpdir(), 'playwright_dev_profile-');28 await markSpawnedWork(browser, dir);29 await browser.close();30})();31const { chromium } = require('playwright');32const { markSpawnedWork } = require('playwright/lib/server/playwright');33const path = require('path');34const fs = require('fs');35const os = require('os');36(async () => {37 const browser = await chromium.launch();38 const context = await browser.newContext();39 const page = await context.newPage();40 const userAgent = await page.evaluate(() => navigator.userAgent);41 console.log(userAgent);42 const dir = path.join(os.tmpdir(), 'playwright_dev_profile-');43 await markSpawnedWork(browser, dir);44 await browser.close();45})();46const { chromium } =

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Using AI Code Generation

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1const path = require('path');2const playwright = require('playwright');3const { markSpawnedWork } = require('playwright/lib/utils/utils');4const browserServer = await playwright.chromium.launchServer();5const browser = await playwright.chromium.connect({ wsEndpoint: browserServer.wsEndpoint() });6const context = await browser.newContext();7const page = await context.newPage();8markSpawnedWork(page, () => {9 console.log('inside markSpawnedWork');10});11await page.screenshot({ path: path.join(__dirname, 'google.png') });12await browser.close();13await browserServer.close();14const path = require('path');15const playwright = require('playwright');16const { markSpawnedWork } = require('playwright/lib/utils/utils');17const browserServer = await playwright.chromium.launchServer();18const browser = await playwright.chromium.connect({ wsEndpoint: browserServer.wsEndpoint() });19const context = await browser.newContext();20const page = await context.newPage();21markSpawnedWork(page, () => {22 console.log('inside markSpawnedWork');23});

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Using AI Code Generation

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1const { PlaywrightInternal } = require('@playwright/test/lib/server/playwright');2const { Playwright } = require('@playwright/test/lib/server/playwright');3const { PlaywrightTest } = require('@playwright/test/lib/test');4const { PlaywrightTestConfig } = require('@playwright/test/lib/testConfig');5const playwright = new PlaywrightInternal();6const test = new PlaywrightTest(playwright, new PlaywrightTestConfig(), {});7test.markSpawnedWork();8console.log('test', test)9await page.screenshot({ path: path.join(__dirname, 'google.png') });10await browser.close();11await browserServer.close();12 at CDPSession.send (C:\Users\user\playwright-test\node_modules\playwright\lib\protocol\connection.js:190:63)13 at async CDPSession.sendMayFail (C:\Users\user\playwright-test\node_modules\playwright\lib\protocol\connection.js:195:17)14 at async CDPSession.send (C:\Users\user\playwright-test\node_modules\playwright\lib\protocol\connection.js:212:

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Using AI Code Generation

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1const { PlaywrightInternal } = require('@playwright/test/lib/server/playwright');2const { Playwright } = require('@playwright/test/lib/server/playwright');3const { PlaywrightTest } = require('@playwright/test/lib/test');4const { PlaywrightTestConfig } = require('@playwright/test/lib/testConfig');5const playwright = new PlaywrightInternal();6const test = new PlaywrightTest(playwright, new PlaywrightTestConfig(), {});7test.markSpawnedWork();8console.log('test', test)

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Using AI Code Generation

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1const { markSpawnedWork } = require('playwright/lib/utils/utils');2markSpawnedWork(async () => {3 await new Promise((res) => setTimeout(res, 1000));4});5const { markSpawnedWork } = require('playwright/lib/utils/utils');6markSpawnedWork(async () => {7 await new Promise((res) => setTimeout(res, 1000));8});9const { markSpawnedWork } = require('playwright/lib/utils/utils');10markSpawnedWork(async () => {11 await new Promise((res) => setTimeout(res, 1000));12});13const { markSpawnedWork } = require('playwright/lib/utils/utils');14markSpawnedWork(async () => {15 await new Promise((res) => setTimeout(res, 1000));16});17const { markSpawnedWork } = require('playwright/lib/utils/utils');18markSpawnedWork(async () => {19 await new Promise((res) => setTimeout(res, 1000));20});21const { markSpawnedWork } = require('playwright/lib/utils/utils');22markSpawnedWork(async () => {23 await new Promise((res) => setTimeout(res, 1000));24});25const { markSpawnedWork } = require('playwright/lib/utils/utils');26markSpawnedWork(async () => {27 await new Promise((res) => setTimeout(res, 1000));28});29const { markSpawnedWork } = require('playwright/lib/utils/utils');30markSpawnedWork(async () => {31 await new Promise((res) => setTimeout(res, 1000));32});33const { markSpawnedWork } = require('

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Playwright tutorial

LambdaTest’s Playwright tutorial will give you a broader idea about the Playwright automation framework, its unique features, and use cases with examples to exceed your understanding of Playwright testing. This tutorial will give A to Z guidance, from installing the Playwright framework to some best practices and advanced concepts.

Chapters:

  1. What is Playwright : Playwright is comparatively new but has gained good popularity. Get to know some history of the Playwright with some interesting facts connected with it.
  2. How To Install Playwright : Learn in detail about what basic configuration and dependencies are required for installing Playwright and run a test. Get a step-by-step direction for installing the Playwright automation framework.
  3. Playwright Futuristic Features: Launched in 2020, Playwright gained huge popularity quickly because of some obliging features such as Playwright Test Generator and Inspector, Playwright Reporter, Playwright auto-waiting mechanism and etc. Read up on those features to master Playwright testing.
  4. What is Component Testing: Component testing in Playwright is a unique feature that allows a tester to test a single component of a web application without integrating them with other elements. Learn how to perform Component testing on the Playwright automation framework.
  5. Inputs And Buttons In Playwright: Every website has Input boxes and buttons; learn about testing inputs and buttons with different scenarios and examples.
  6. Functions and Selectors in Playwright: Learn how to launch the Chromium browser with Playwright. Also, gain a better understanding of some important functions like “BrowserContext,” which allows you to run multiple browser sessions, and “newPage” which interacts with a page.
  7. Handling Alerts and Dropdowns in Playwright : Playwright interact with different types of alerts and pop-ups, such as simple, confirmation, and prompt, and different types of dropdowns, such as single selector and multi-selector get your hands-on with handling alerts and dropdown in Playright testing.
  8. Playwright vs Puppeteer: Get to know about the difference between two testing frameworks and how they are different than one another, which browsers they support, and what features they provide.
  9. Run Playwright Tests on LambdaTest: Playwright testing with LambdaTest leverages test performance to the utmost. You can run multiple Playwright tests in Parallel with the LammbdaTest test cloud. Get a step-by-step guide to run your Playwright test on the LambdaTest platform.
  10. Playwright Python Tutorial: Playwright automation framework support all major languages such as Python, JavaScript, TypeScript, .NET and etc. However, there are various advantages to Python end-to-end testing with Playwright because of its versatile utility. Get the hang of Playwright python testing with this chapter.
  11. Playwright End To End Testing Tutorial: Get your hands on with Playwright end-to-end testing and learn to use some exciting features such as TraceViewer, Debugging, Networking, Component testing, Visual testing, and many more.
  12. Playwright Video Tutorial: Watch the video tutorials on Playwright testing from experts and get a consecutive in-depth explanation of Playwright automation testing.

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